So I was gonna code an “engine” a while back but you know how bad of an idea that generally is… So I did it anyway. Well, I made enough of a framework around SFML 2.1 in C# that I needed to start messing with things… Haven’t touched it in a while due to other obligations but I’ll be poking around at it every now and then..

Currently i’m playing with generating sounds so check it out if you’re not afraid to compile code. Haven’t tested on Mac yet but theoretically it can run… I’ll get a Mac one of these days…

There are some things that aren’t really working as of this writing but as with everything it’s all subject to change…

Next major feature I want to add are Sound Shaders, which I’ll decouple and release as a seperate module, as well as Grid.cs/Grid.cpp, once I get around to finishing that… The C# ones should also be compatible with Playstation Mobile which I’ll be playing with more than this code, but I’ll use this codebase to tinker around a bit…

Blocks are rapidly falling onto the screen. Click or touch to match two of them anywhere on the screen to score points! Don’t let the screen fill up!

This ain’t your casual matching game. This game will test your reaction speed, awareness, endurance and skill. Want to be a ninja? This game will let you know if you can be or should just give it up and become a plumber instead.

Try both modes!

Colorblind mode available.

Score achievements and show your stuff on the leaderboards thanks to Clay.io integration!About the title: Crush II is the sequel to all the match 3 games you’ve ever played. Removed the puzzle aspect and turned it into a pick 2 action skill game.

Hi all, last night I demoed Robots Dueling Over a Volcano with Dennis Liaw at the IGDA NJ Demo night event.

There, we got to playtest the game, get some feedback and figure out how to improve the game. We got some really great feedback, both on how fun the game is and on a few issues that still persist in the game. In fact, I even made a gameplay tweak 15 minutes into the event which improved the playability and enjoyment of the game greatly.

I’ll discuss more on the game later on, explaining how it plays, future plans and more in an upcoming update.

So Dennis Liaw and myself worked on a game for this past Ludumdare. For those new to it, Ludumdare is a 48-72 hour game jam held a few times a year broken into two categories. The Compo is where you work solo to produce a game in 48 hours. The Jam is more relaxed, where you can work with multiple people if you want and you also get an additional 24 hours for a total of 72 hours to work on your game. Each Ludumdare has a theme and the theme for this month’s Ludumdare was “You only get one”

So what did we make? Well this:

Springer is a platform where the only way you can move is by jumping.

We both were busy on Friday, and spent most of Saturday thinking of ideas with few results. So we met up on Sunday and spent time just playing with some concepts until something clicked and felt okay. We spent a few hours on Sunday adding some more art, fixing bugs, putting together some audio, making the laughably few levels, and finally submitting. My favorite part was making sure the jump sound was actually randomly picked from a selection of 5 slightly different jump sounds so it didn’t become overly painful to listen to.

This is a game that may also see much more attention given to it in the coming weeks as we want to give this proper polish, better level designs, and more.

So I was going through the site to do some updating and unfortunately was faced with a sad fact that I don’t exactly have everything anymore… Evo Space for example, is gone it seems. I can’t seem to find the F- That Jam game I made either… There are a few smaller things I wouldn’t mind posting but I’ll have to see about those as well…

I’m going to search for them, but I’d like to remind everyone to be careful with backups, and use source control.

Otherwise I might as well just play this http://www.stfj.net/art/2009/loselose/ by Zach Gage